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Ive missed a couple city foundings.. So here is one of them.
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Nice island plant. Is IW on the menu soon then? And... what's the story behind masonry research  ?
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(April 6th, 2023, 01:06)Miguelito Wrote: Nice island plant. Is IW on the menu soon then? And... what's the story behind masonry research ?
Yep, Masonry finishes EOT followed by IW-AH.
GLH of course. Nearly every city will be coastal, there are islands.. Yeah, its a good wonder on this map.
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Worker microplan  ... I think Great Lighthouse EOT75 is about where we'll land. By the time you get back from vacation I should have the rest of the micro figured out.
Notes: - It's tight but ReZero can 1-turn the worker with overflow from the settler
- Tanya the Evil can grow to size 3 > 4 back-to-back by keeping the wheat. Capital doesn't need it since it can steal corn from RZ. After growing to size 4, TtE gives up wheat and works fish + 3 cottages.
- Capital puts overflow into settler this turn, swaps back to spear for 3 turns to grow T61-63, then 2-whip settler T64.
- Galley turns back NOW, and is ready to pick up the settler from the capital T65, founding on Marble T68
- DON'T finish the Chop-mine action 1S of My Hero Acad.
- DON'T road the banana next turn T61. Instead both RED and BLUE workers go to the indicated forest. Worker labor is not the limiting factor for Great Lighthouse. Therefore it's better to waste a couple worker turns to speed up the deer city by about 2-3 turns overall (1t quicker founding, and another 1-2 turns quicker growth since this gets the camp completed most efficiently).
- T61 the settler moves to banana from ReZero. T62 both workers road the forest BEFORE MOVING THE SETTLER. Settler then advances to deer. One worker then pre-chops the forest (2/3) before boarding the galley T65 along with the new settler out of the capital.
- New PINK worker that is 1-turned out of ReZero can build the banana road in time, T63-64
- [not shown] existing worker @ floodplains can camp deer at ReZero after finishing this cottage
- My Hero Acad needs to swap off Lighthouse for 1-2 turns while growing to size 4 to keep below 30 hammers. Limiting factor on Great Lighthouse speed is being able to grow and whip the LH, so work a grass forest at size 3 instead of the copper
- I turned down the slider on Masonry. You can't start Great Lighthouse until the lighthouse is whipped. No point in giving our rivals knowledge that we have masonry yet. And we can see if anyone else gets it. You'll need about 5 turns of saving anyway before turning on slider to IW.
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I didnt read all the signs and only saw the "dont finish action" on the hill below My Hero, and missed that that worker needed to move..
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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After some spreadsheet crunching I think the best we can do on Great Lighthouse is T77 ... same timeframe whether we whip to completion with the wonder-whip-penalty, or finish with a chop outside borders (but worker micro diverges at T72). No new workers are required (just PINK + BLUE), nor would more workers help shave off a turn since there are no more forests to chop. Someone with a forest-heavy 2nd/3rd city could beat us, and there's always the risk of IND poaching, but I think this timeframe is at least not laughable.
Mathematics by EOT70 could shave off 1 turn due to boosted chops. But that does not seem doable, even if we go straight there after Masonry, and not worth delaying IW/AH/etc.
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Aye, not worth the delay
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Proposed border cities towards Scooter. I don't think you should give up the jungled rice without a fight. After chopping the jungle that will be one of the better cities in your empire.
You have a TON of flatland border cities. This will be a nightmare to defend against a knights invasion ... which means you need to be the one invading with knights
JK, knights will not win this game (for either of you). The game will be won by the player who can convince their neighbors to leave them along while they tech upwards, and then conquer those who warred in the knights era.
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Sistine Chapel culture would be really nice. The top of the tree is looking mighty fine with that marble. Nab the music artist, build sistine for border control, and slowly work towards a culture victory. Our dotmap leaves a lot of filler cities which can essentially get just a theater and then run 2 artists for 150 turns (starting T125-ish, finish T275). Diplo game should be able to maintain balance of power and make conquest counterproductive in the long-term due to organized dogpiles.
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(April 14th, 2023, 21:03)Cornflakes Wrote: Sistine Chapel culture would be really nice. The top of the tree is looking mighty fine with that marble. Nab the music artist, build sistine for border control, and slowly work towards a culture victory. Our dotmap leaves a lot of filler cities which can essentially get just a theater and then run 2 artists for 150 turns (starting T125-ish, finish T275). Diplo game should be able to maintain balance of power and make conquest counterproductive in the long-term due to organized dogpiles.
build sistine in capital? Got alot of forests just sitting there.. looking pretty.
Ive never won a non-world builder Culture victory before... that would be an interesting thing to do. Would have to be super sneaky with it in a diplo game lol.
Any questions?
"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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